#version 330 core

layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;

out vec3 oPos;
out vec2 oTexCoord;

uniform float uTime;

void main() {
    float scale = 1.0 / uTime;

    gl_Position = vec4(scale * aPos, 1.0);

    oPos = gl_Position.xyz;
    oTexCoord = aTexCoord;
}
